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Special Effect - building sequence

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Level 8
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Level 9
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Here, what it should look like in GUI.
  • Events
    • Unit - A unit starts construction
    • Conditions
      • Or - Multiple Functions
        • (Unit type of (Constructing structure)) is equal to Tower (20secs)
        • (Unit type of (Constructing structure)) is equal to Tower (30secs)
        • (Unit type of (Constructing structure)) is equal to Tower (50secs)
    • Actions
      • Custom script: local effect udg_SFX
      • Custom script: local unit udg_Building
      • Set Building = (Constructing Structure)
      • Animation - Set vertex shading of Building to 100.00, 100.00, 100.00, 0.00
      • Special Effect - Create a special effect on the origin of Building using war3mapImported\UBirth.mdx [[or whatever the path of the birth model is]]
      • Set SFX = (Last created special effect)
      • If Then Else - Multiple Functions
      • If - Conditions
        • (Unit type of (Building)) is equal to Tower (20secs)
      • Then - Actions
        • Wait 20.00 seconds
      • Else
      • If Then Else - Multiple Functions
      • If - Conditions
        • (Unit type of (Building)) is equal to Tower (30secs)
      • Then - Actions
        • Wait 30.00 seconds
      • Else
      • If Then Else - Multiple Functions
      • If - Conditions
        • (Unit type of (Building)) is equal to Tower (50secs)
      • Then - Actions
        • Wait 50.00 seconds
      • Else
      • If Then Else - Multiple Functions
      • If - Conditions
        • (Building is alive) equal to True
      • Then - Actions
        • Special effect - Destroy SFX
        • Animation - Set vertex shading of Building to 100.00, 100.00, 100.00, 100.00
    • Else - Actions
If you want the birth animation to work for other buildings, under the event conditions just add all the undead buildings you want then add the ITE's (If/Then/Else) so that the buildings will play the animation for the entire build period. This is way I found it but i'll change it to work for all the undead buildings then edit this post with the full trigger.
 
Level 8
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Is there any chance I can get an attached test map with the trigger(s) in it? I'm having difficulty getting my trigger to look like yours, I'm extremely "noob" when it comes to triggers. =/
 
Level 9
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Apr 23, 2010
Messages
312
Sorry, but i'm not going to put a map up for you, there is only one way to learn and that's to do it yourself. I've found and made the trigger for you now all you have to do is get it to look like this!

Here is what you need for the new undead birth animations. But first before we can do the triggering, we need to set the variables.

Needed Variables
Building = Unit
SFX = Special Effect
  • Undead New Birth
    • Events
      • Unit - A unit Begins construction
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Constructing structure)) Equal to Necropolis
          • (Unit-type of (Constructing structure)) Equal to Ziggurat
          • (Unit-type of (Constructing structure)) Equal to Altar of Darkness
          • (Unit-type of (Constructing structure)) Equal to Crypt
          • (Unit-type of (Constructing structure)) Equal to Sacrificial Pit
          • (Unit-type of (Constructing structure)) Equal to Graveyard
          • (Unit-type of (Constructing structure)) Equal to Slaughterhouse
          • (Unit-type of (Constructing structure)) Equal to Temple of the Damned
          • (Unit-type of (Constructing structure)) Equal to Boneyard
          • (Unit-type of (Constructing structure)) Equal to Tomb of Relics
    • Actions
      • Custom script: local effect udg_SFX
      • Custom script: local unit udg_Building
      • Set Building = (Constructing structure)
      • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Special Effect - Create a special effect attached to the origin of Building using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
      • Set SFX = (Last created special effect)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of Building) Equal to Necropolis
        • Then - Actions
          • Wait 120.00 game-time seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of Building) Equal to Ziggurat
        • Then - Actions
          • Wait 50.00 game-time seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of Building) Equal to Altar of Darkness
              • (Unit-type of Building) Equal to Crypt
              • (Unit-type of Building) Equal to Slaughterhouse
              • (Unit-type of Building) Equal to Temple of the Damned
              • (Unit-type of Building) Equal to Tomb of Relics
        • Then - Actions
          • Wait 60.00 game-time seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of Building) Equal to Sacrificial Pit
        • Then - Actions
          • Wait 45.00 game-time seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Unit-type of Building) Equal to Graveyard
              • (Unit-type of Building) Equal to Boneyard
        • Then - Actions
          • Wait 80.00 game-time seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Building is alive) Equal to True
        • Then - Actions
          • Special Effect - Destroy SFX
          • Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
        • Else - Actions
 
Level 8
Joined
Aug 13, 2009
Messages
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Alright, I got the trigger working on my game now. I also have one more request, though I doubt it's possible with triggers. Is there any sort of trigger to stop, say, Human buildings from using their birth animation when being constructed, so that I may use this trigger for Human buildings?
 
Apologies for thread necromancy.

No, there is not. The build animations, with exception to a few undead models, are part of the model itself. In the case of those few undead structures they call a separate model using a path.

Also I had someone show me a much better way to do custom birth animations if you're still interested.
 
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